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magic.canCast sometimes returns false when it should return true

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This bug has been causing problems with my script for a while. I don't know what causes it, and it works correctly most of the time.

 

Have you tested this against Version 2.3.77?

can confirm this happens in .75, will check out if it happens for .77 too

 

maybe this only happens when a widget is visible or magic tab isn't open?

 

edit: it works most of the time but it still has that odd 'return false' occasionally. will expand on this post asap

Edited by Czar

This was a problem for my law crafting script, because the method is required to open the magic tab, and I'm guessing it analyses the magic spell's availability widget. To overcome this, I made a simple alternative that gets the count of runes required to cast a spell, and then checks to make sure there's enough runes to cast the spell.

This was a problem for my law crafting script, because the method is required to open the magic tab, and I'm guessing it analyses the magic spell's availability widget. To overcome this, I made a simple alternative that gets the count of runes required to cast a spell, and then checks to make sure there's enough runes to cast the spell.

 

Also worth checking the level required to cast the spell c:

Could not replicate this bug using Version 2.3.77.

@Override
    public int onLoop() throws InterruptedException {
    System.out.println(magic.castSpell(Spells.NormalSpells.BIND));
        return 5000;
    }
[iNFO][06/28 12:45:31 AM]: Started bot #1
[iNFO][bot #1][06/28 12:49:26 AM]: Loaded 4 built-in random solvers!
[iNFO][bot #1][06/28 12:49:26 AM]: Started script : Skeletor
true
true
true
true
true
true
true
true
true
true
true
true
[iNFO][bot #1][06/28 12:50:29 AM]: Terminating script Skeletor...
[iNFO][bot #1][06/28 12:50:30 AM]: Script Skeletor has exited!

 

 

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